doing mathematics with robots an activity theoretical ......geir afdal, you really have all the...
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Sanna Erika Forsström
Doing Mathematics with Robots:
an Activity Theoretical Perspective on the Links
between Mathematics and Programming in
Classroom Activities
Thesis for the degree Philosophiae Doctor (Ph.D.) at the
Western Norway University of Applied Sciences
Disputation: 21.10.2020
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© copyright (Sanna Erika Forsström)
The material in this report is covered by copyright law.
Year: (2020)
Title: (Doing Mathematics with Robots)
(an Activity Theoretical Perspective on the Links between Mathematics
and Programming in Classroom Activities)
Author: (Sanna Erika Forsström)
Print: Bodoni AS / Western Norway University of Applied Sciences
ISBN 978-82-93677-22-2
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Scientific environment
This thesis is written as a part of studies in PhD-program Bildung and Pedagogical
Practices in Western Norway University of Applied Sciences. The author is
employed by Østfold University College, Faculty of Education.
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Acknowledgements
Just as this thesis concentrates on collective learning processes, this PhD project
also has been a collective process, which I could not have managed alone. I shared
this process with several people whom I want to thank.
First, I want to thank my supervisors. Geir Afdal, you really have all the superpowers
that a supervisor can have. Thank you for your support, clever and wise advice,
valuable comments, engagement, and time. Your positive and constructive feedback
made this project possible. Odd Tore Kaufmann, thank you for always making time
for answering my questions, reading the manuscripts, and giving valuable
comments. Thank you for your wonderful collaboration. Thank you, Grete
Netteland, for your valuable comments and discussions during the writing process.
Thank you all who read my texts during this process. Thank you, Tamsin Meaney,
Rune Herheim, and Roger Säljö, for your valuable contributions by reading and
commenting on my texts.
Thanks to Østfold University College and the PhD program of Bildung and
Pedagogical Practices at the Western Norway University of Applied Sciences for the
opportunity to complete this study. Thank you, Dean Kjersti Berggraf Jacobsen, at
Østfold University College for your support during this process.
Thank you, my colleague, Hege Marie Mandt, for the fellowship, long discussions,
and sharing of joys and frustrations during this process. Many of the steps of this
journey would not have been possible without you. Thank you, Marianne Maugesten
and the whole mathematics education department, at Østfold University College for
your support during this journey. Thank you also, my other colleagues at Østfold
University College. Special thanks to Hilde Wågsås Afdal for your positive and
supportive comments every time we met.
Thank you, my friends in Finland and Norway. Thank you, Monica Boström and
Tuula Skarstein, for encouraging me to take this challenge and move to Norway.
Thank you for the never-ending discussions about schools, research, and life. I also
want to thank the great academic neighborhood in Isebakke Halden. Thank you,
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Marit Eriksen and Roald Tobiassen, Marte Ree Nolet and Ronald Nolet for your
support for our whole family during this process.
Special thanks for my family and my family-in-law in Finland. Thank you, my
mother-in-law, Liisa Forsström, for babysitting when we moved to Norway and I
was traveling. Thank you, my sister-in-law, Birgitta Forsström for all the supportive
talks and your valuable advice on how to use time and energy during the PhD
project. Thank you, my other sister-in-law, Christina Landén, for discussions about
schools, students, and being a teacher.
A great thanks to my dear sister, Marja Lindberg, who went through a PhD project at
the same time with me. It has been a very special and valuable resource to be able to
share thoughts and get support from my own big sister during different phases in
the PhD project.
Thank you, Mom and Dad, Tuula and Tarmo Palmu, for helping me and my family
by babysitting, delighting us with your visits, and always offering a caring home
when we needed a break and wanted to travel to Finland.
To my lovely sons, Lenny and Anselm, and my wonderful and supportive husband,
Peter. Spending time with you brings meaning to life. Everything is possible when I
am just able to spend time with you in the great outdoors. Our hiking, camping,
surfing, sailing, and skiing tours helped me to get my head out from the bubble and
feet on the ground. Thank you for always being there. I love you.
Isebakke, Halden June 10, 2020 Sanna Forsström
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Abstract
This thesis addresses programming integration in mathematics education by
answering the question: what are the links between mathematics and programming
in classroom activities? This thesis consists of three articles: one literature review
and two empirical articles. The three articles are framed by an extended abstract.
The literature review discussing the educational potential of programming in
mathematics education, brings out the need for discussing students’ learning
processes instead of learning results. There is a need for discussion about the
influence of the teacher role and collaboration between students during the students’
learning processes in programming activities. The two empirical articles address the
students’ collective learning processes in mathematics when Lego Mindstorms
robots are introduced in a classroom of students aged 12 to 15, with a mathematics
teacher who is a novice in programming.
The data from this study consists of ethnographic videotaped material of students’
classroom activities with robots gathered in one lower-secondary school in Norway;
field notes from the classroom observations; and, transcribed video material from
the group interview with three students (the key informants). This data was analyzed
with activity system analysis in Engeström’s (1987) Cultural Historical Activity
Theory (CHAT). The data analysis concentrated on students’ activities with robots
on a micro-level. The focus was on the relationship between different components
during the activity development, such as the role of the teacher, collaboration
between students, the object of the activity and the tools.
According to the findings of this study, mathematics can be linked with
programming activities through the active and negotiating role of the teacher. These
findings contribute to the debate in earlier studies regarding the transformational
potential of digital technology in mathematics education. Earlier studies argued that
it is unclear, how the potential links between digital technology and mathematics
can be exploited. The findings contribute to this discussion by suggesting that the
links between mathematics and programming activities have a transformational, yet
not self-evident, potential in mathematics education. The study demonstrated that,
during programming activities, mathematics could become the alive and
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transformative object of the activity. The fruitful activity development took place
when the teacher and the students collaborated.
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Sammendrag
Denne avhandlingen handler om programmering i matematikkundervisning og tar
for seg følgende problemstilling: hva er koblingene mellom matematikk og
programmering i klasseromsaktiviteter? Denne avhandlingen består av tre artikler:
én er en litteraturgjennom, mens de to resterende er empiriske artikler. I tillegg til
artiklene består avhandlingen av et utvidet abstrakt.
Artikkel 1 gir en litteraturgjennomgang rundt det pedagogiske potensialet ved
programmering i matematikkundervisning, samt viser frem behovet for å diskutere
studenters læringsprosesser i stedet for læringsresultater. Det er behov for mer
forskning innen påvirkningen av lærerens rolle, og samarbeid mellom elevene i
deres læringsprosesser innen programmeringsaktiviteter.
De to empiriske artiklene tar for seg studentenes kollektive læringsprosesser i
matematikk da Lego Mindstorm-roboter ble introdusert i et klasserommet for elever
i alderen 12-15 år og hvor matematikklæreren er en nybegynner i programmering.
Dataene fra denne studien består av etnografisk datamateriale på video om elevenes
aktiviteter i klasserommet med roboter på en ungdomsskole i Norge, feltnotater fra
klasseromsobservasjonene, og transkribert videomateriale fra gruppeintervjuet med
tre elever (hovedinformantene). Dataen ble analysert med aktivitetssystemanalyse i
Engeströms (1987) Cultural Historical Activity Theory (CHAT). Dataanalysen
konsentrerer seg på studenters aktiviteter med roboter på mikronivå. Fokuset var på
forholdet mellom ulike komponenter under aktivitetsutviklingen, for eksempel
lærerens rolle, samarbeid mellom elevene, verktøyene og objektet i aktiviteten.
Ifølge funnene kan matematikk knyttes til programmeringsaktiviteter gjennom
lærerens aktive og forhandlende rolle. Disse funnene bidrar til debatt fra tidligere
studier om teknologiens transformasjonspotensial i matematikkundervisningen.
Tidligere studier hevdet at det er uklart hvordan potensielle koblinger mellom
teknologi og matematikk kan utnyttes. Funnene i denne studien bidrar til denne
diskusjonen ved å antyde at koblingene mellom matematikk og
programmeringsaktiviteter har et transformasjonspotensialet i
matematikkundervisning, men at det er ikke selvinnlysende. Det er vist i studien at
under programmerings aktiviteter har matematikk en mulighet til å bli det "levende"
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og transformative objektet i aktiviteten. En fruktbar aktivitetsutvikling fant sted når
læreren og elevene samarbeidet.
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List of publications
Forsström, S. E., & Kaufmann, O. T. (2018): “A Literature Review Exploring the use of Programming in Mathematics Education.” International Journal of Learning, Teaching and Educational Research, 17(12), 18–32. https://doi.org/10.26803/ijlter.17.12.2
Forsström, S. E. & Afdal, G. (2019): "Learning mathematics through activities with robots.” Digital Experiences in Mathematics Education. https://doi.org/10.1007/s40751-019-00057-0
Forsström, S. E. (2019): “Role of teachers in students’ mathematics learning processes upon the integration of robots.” Learning, Culture and Social Interaction, 21, 378-389. https://doi.org/10.1016/j.lcsi.2019.04.005
Reprints were made with permission from Learning, Culture and Social
Interaction and Digital Experiences in Mathematics Education.
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Contents
Scientific environment .................................................................................................. 2
Acknowledgements ....................................................................................................... 3
Abstract ......................................................................................................................... 5
Sammendrag ................................................................................................................. 7
List of publications ........................................................................................................ 9
PART I: Extended abstract .......................................................................................... 15
1. Introduction .............................................................................................................. 16
1.1 Aim and the overall research question ................................................................ 16
1.2 My background as a mathematics teacher ........................................................ 20
1.3 Literature review (Article 1): research on the educational potential of
programming in mathematics education ................................................................ 22
1.4 Research questions, articles, and the research strategy .................................... 23
1.5 Theory and methods .......................................................................................... 27
1.6 The study design ................................................................................................ 30
1.7 Outline of the thesis ............................................................................................ 31
2. Context .................................................................................................................... 33
2.1 Issues in mathematics education ....................................................................... 36
2.2 Digital Technology in Mathematics Education ................................................. 39
2.3 Robots in mathematics education ..................................................................... 42
2.4 Mathematics and digital technology in the Norwegian school ......................... 44
3. Theoretical framework ............................................................................................ 45
3.1 CHAT as a process theory .................................................................................. 45
3.2 The history of CHAT .......................................................................................... 47
3.3 Components in the activity system analysis ..................................................... 48
3.3.1 Subject of the activity .................................................................................. 48
3.3.2 Object of the activity ................................................................................... 49
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3.3.3 Tools in the activity ..................................................................................... 56
3.3.4 Division of labor ...........................................................................................57
3.3.5 Rules ............................................................................................................ 58
3.3.6 Community .................................................................................................. 59
3.3.7 Outcome ...................................................................................................... 59
3.4 The character of CHAT................................................................................... 60
3.4.1 Activity system analysis ............................................................................... 60
3.4.2 Multi-voicedness ......................................................................................... 60
3.4.3 Historicity ..................................................................................................... 61
3.4.4 Contradictions and expansive transformations ......................................... 62
3.5 Theory use in the articles ................................................................................... 63
3.5.1 Article 1 ........................................................................................................ 63
3.5.2 Article 2 ....................................................................................................... 64
3.5.3 Article 3 ....................................................................................................... 64
4. Methodology ........................................................................................................... 66
4.1 Focused ethnographic research strategy ........................................................... 67
4.2 The five principles in CHAT .............................................................................. 70
4.2.1 Activity system analysis ............................................................................... 70
4.2.2 Multi-voicedness .......................................................................................... 71
4.2.3 Historicity .................................................................................................... 72
4.2.4 Contradictions and expansive transformations ......................................... 72
4.3 The data and methods ....................................................................................... 73
4.3.1 The sample of this study .............................................................................. 73
4.3.2 Data collection and my role as a researcher ................................................ 77
4.3.3 Data analysis ............................................................................................... 80
4.4 The quality of my study ...................................................................................... 91
4.4.1 Validity, reliability and generalization of this study ................................... 92
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4.4.2 Ethical reflections ....................................................................................... 96
5. Summary of the articles ........................................................................................ 100
5.1 Article 2: Learning mathematics through activities with robots .................... 100
5.2 Article 3: Role of teachers in students’ mathematics learning processes upon
the integration of robots ......................................................................................... 101
6. Discussion ..............................................................................................................105
6.1. Findings across the articles ..............................................................................105
6.2 The influence of the role of the teacher on the object of the activity.............. 108
6.3 The influence of the role of the teacher on the mathematical tools in use ..... 109
6.4 The main argument ......................................................................................... 109
6.4.1 Why to transform practices in mathematics education .............................. 111
6.4.2 Into what might mathematics teaching and learning be transformed? ... 112
6.4.3 By whom would the transformations be made? ........................................ 113
6.5 Suggestions for future studies .......................................................................... 114
6.6 Possible implications for policy and practice ................................................... 115
6.6.1 Links between mathematics and programming activities ......................... 115
6.6.2 Time ............................................................................................................ 116
6.6.3 The background of the teacher .................................................................. 117
6.6.4 How programming influences students’ learning ..................................... 117
Sources of data ........................................................................................................... 119
Appendix 1. ................................................................................................................. 127
Appendix 2. ............................................................................................................... 128
PART II: Articles ........................................................................................................ 129
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Tables and figures:
Table 1. The articles and research questions of this study ......................................... 26
Table 2. Components in the Activity System Analysis (retrieved from Article 2) ..... 29
Table 3. Differences between a traditional ethnography and a focused ethnography
adapted from Knoblauch (2005, p. 4). ....................................................................... 70
Table 4. The participation types and involvement (Spradley, 1980, p. 58). .............. 80
Table 5. A short presentation of sessions 4 to 7 ......................................................... 84
Table 6. The activity development during sessions 6 and 7 (retrieved from Article 2)
..................................................................................................................................... 89
Table 7. The comparison of sessions 5 and 6 regarding the role of the teacher
(retrieved from Article 3) ............................................................................................. 91
Table 8. Summary of the findings regarding the relationships between the role of the
teacher and object development, the tools in use, and collaboration between
students (retrieved from Article 3) ........................................................................... 103
Figure 1. The students installing and testing the touch sensors ................................. 16
Figure 2. The student using mathematical tools in order to solve their problem ...... 17
Figure 3. Reconstruction of what the students wrote on the whiteboard................... 17
Figure 4. The students succeeding with their task to program the robot to drive a
circle with a radius of one meter..................................................................................18
Figure 5. The students were excited when they successfully solved the problem ......18
Figure 6. The Activity System Model (Engeström, 1987, p.78) ................................. 28
Figure 7. Research design ............................................................................................ 31
Figure 8. The model of traditional mathematics classroom, reconstructed from
Engeström (2008, p. 89). ........................................................................................... 38
Figure 9. Vygotsky’s model of mediated action, adapted from Engeström (2005, p.
60) and Yamagata-Lynch (2010, p. 17) ...................................................................... 47
Figure 10. Two interacting activity systems with boundary object, reconstructed
from Engeström (2005, p. 63). ................................................................................... 55
Figure 11. Maxwells’s (2005, p. 217) Interactive Model of Research Design, modified
for my study ................................................................................................................ 66
Figure 12. Different ethnographical research scopes, retrieved from Spradley (1980,
p. 30) ........................................................................................................................... 68
file:///C:/Users/sannaf/Desktop/kaikki%20kansiot/vaitoskirja/muutokset%20kevat%202020/uusi%20submitointi%20kesakuu%202020/vaitoskirja%20080620.docx%23_Toc42525997file:///C:/Users/sannaf/Desktop/kaikki%20kansiot/vaitoskirja/muutokset%20kevat%202020/uusi%20submitointi%20kesakuu%202020/vaitoskirja%20080620.docx%23_Toc42525997
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Figure 13. Summary of the codes. ............................................................................... 87
Figure 14. The model of successful robot integration from the perspective of the
activity system analysis in CHAT (Engeström, 1987) .............................................. 108
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PART I: Extended abstract
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1. Introduction
1.1 Aim and the overall research question
“It was not allowed to use a mobile phone (in order to steer the robot),” one of the
students answered when asked how the group of students got the idea to use touch
sensors in order to control the robot. The students’ idea was innovative. Instead of
programming each turn individually in different paths, the students wanted to make
one universal program. The idea was that when the touch sensor was connected to
the left-hand side and pressed down the robot would turn left; otherwise, the robot
would drive straight forward. The right-hand side would work similarly. Figure 1
demonstrates the students installing these touch sensors and is an example from the
data of this study where Lego Mindstorms robots, which can be programmed in the
EV3-programming environment, were introduced to the students aged 12 to 15. The
students were tasked to program the robot to drive a particular path; but, instead of
programming the robot, the students were tempted to use an application on their
smartphone to steer it. Based on the students’ earlier knowledge derived from
outside of the classroom, they knew that the robot could be controlled with a
smartphone application. However, the students were not allowed to use the
application given that the idea was to program the robot. Thus, the students got the
idea to make their own “application.”
Figure 1. The students installing and testing the touch sensors
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According to Hoyles (2018), the integration of digital technology in mathematics
classrooms has the potential to bridge classroom mathematics and the students’
world outside of the classroom. During the session described above, the students
indeed connected their activities with the robot to their “smartphone application
world” outside of the classroom. Still, the links between classroom mathematics and
the activities with the robot were not particularly visible during the session
described above. However, the systematical use of mathematical tools in robot-
based activities were visible in another session where students programmed the
robot to drive a circle with a one-meter radius. In order to achieve this, they used
proportions and circle geometry (see Figures 2 and 3). The students succeeded in
their task (see Figure 4) and were very excited about their success (see Figure 5).
Figure 2. The student using mathematical tools in order to solve their problem
Figure 3. Reconstruction of what the students wrote on the whiteboard
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Figure 4. The students succeeding with their task to program the robot to drive a circle with a radius of one meter
Figure 5. The students were excited when they successfully solved the problem
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So, the links between robot-based activities and classroom mathematics were not
self-evident. The links were constituted by many factors, such as the role of the
teacher, collaboration between students and the tools which were used.
Computer programming, or coding, is defined in Balanskat and Engelhardt (2015) as
a process of producing instructions in a programming language for a computer to do
tasks, problem-solving and create interaction. Several countries, such as Finland and
Sweden, have integrated programming in the mathematics curriculum (Bocconi,
Chioccariello, & Earp, 2018). Norway is in the planning phase of doing so
(Utdanningsdirektoratet, 2019). The majority of countries integrate programming in
their curriculum in order to foster what is called students’ 21st-century skills
(Balanskat & Engelhardt, 2015). Desired such future skills, also referred to as 2030-
century skills in the literature, relate not only to technological knowledge but also to
social skills and creativity (Balanskat & Engelhardt, 2015; OECD, 2018).
In addition to this, the national curriculums, for instance in Finland, Sweden and
Norway, call for connections between curriculum mathematics and programming
activities (Opetushallitus, 2014; Skolverket, 2018; Utdanningsdirektoratet, 2019).
However, the integration represents practical, everyday challenges firstly because a
very new curricular activity is assumed to take time and energy from other activities
in the mathematics curriculum. Secondly, because the role of the teacher may be
challenged if the mathematics teacher does not have a relevant programming
background (Bocconi et al., 2018), thirdly, it is unclear how programming can be
linked to different subject areas (Balanskat & Engelhardt, 2015; Bocconi et al., 2018)
in mathematics. Moreover, fourthly, it is also unclear how programming influences
students’ learning (Balanskat & Engelhardt, 2015; Bocconi et al., 2018) in
mathematics.
This study is an empirical contribution to the knowledge of the potential links
between curriculum mathematics and programming activities in lower secondary
classrooms. It discusses practical, everyday situations in the classroom and
considers the possible challenges in programming integration, such as its
connections with the mathematics curriculum and the role of the teacher. This study
aims to answer the overall research question:
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What are the links between mathematics and programming in classroom
activities?
The relevance of the findings of this study will be discussed by addressing issues in a
traditional mathematics classroom. One critical issue in mathematics education is
the difficulty in motivating students to learn formal curriculum mathematics. Hoyles
(2018) pointed out that students often connect curriculum mathematics with
abstract procedures and rules without making connections outside of the classroom.
However, the students’ motivation to learn mathematics derives from the role of
mathematics in the students’ lives outside of the classroom. Students sometimes
have difficulties in understanding the importance of learning mathematics, if the
mathematics they have to learn does not have any concrete role in their lives (Gellert
& Jablonka, 2009; Gura, 2007; Hoyles, 2016).
Computer programming falls under the umbrella of digital technology. According to
Hoyles (2018), integration of digital technology has the potential to transform
learning and teaching activities in mathematics classrooms by providing outside-of-
classroom connections for mathematics. Hoyles (2018) argued that digital
technology as a tool has the potential to enhance the students’ conceptual
engagement in mathematics. However, Drijvers (2018) responded to Hoyles (2018)
by claiming that this is not that self-evident, because “not enough is yet known about
how to exploit this link between mathematics and tool use, and the way in which this
transforms practices for the sake of mathematical learning” (Drijvers, 2018, p. 230).
This study contributes to this discussion by addressing the potential links between
curriculum mathematics and programming activities in the everyday classroom
context.
1.2 My background as a mathematics teacher
My interest in this topic stems from my background as a mathematics teacher. I
have over 10 years of experience in teaching mathematics in Finland and one in
Sweden. This experience was for different schools and school levels. Throughout my
work experience, I have met different kinds of students, become familiar with
different types of learners and seen many different learning environments. Despite
school levels or students, the same challenge remained present: how can I motivate
students to learn mathematics. Conversely, the students themselves also had a
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recurring question: for what purpose do we need this? As a mathematics teacher, to
answer their question, I referred to activities outside of the classroom in order to
motivate students to learn mathematics. However, I found it challenging to find
connections, which are purposeful for students.
Before moving to Norway and embarking on my Ph.D. studies, I was working as a
mathematics teacher in one lower-secondary school in Finland. Coincidentally,
Finland was in the planning phase of integrating programming as a part of the
mathematics curriculum during the last couple of my teaching years. The planning
included teacher courses, and many of the schools were ready to test programming. I
attended an introduction day for the teachers; and, after a short introduction of Lego
Mindstorms robot, I was excited to test them with my students aged 12 to 15. The
students and I tested the robots together in the mathematics classroom for two
years. The approach was very student-centered: students were able to find their
projects and tasks. In turn, as the teacher, I supported them, guided them, and
helped them with programming when needed. These robot-based activities took
place alongside other activities in the classroom and were mostly extracurricular.
Although I saw robot-based activities as an excellent supplement for traditional
classroom activities, I did not see the direct connection with curriculum
mathematics and robot-based activities.
To illustrate this thought process, I use the example of a student I taught whom I
will henceforth refer to as Pekka. Pekka was not motivated by curriculum
mathematics. I introduced Lego Mindstorms robots in his class with the idea that we
would learn to handle them together. Students had time to become familiar with
robots alongside traditional school mathematics. They were able to create their ideas
about what to do with the robots working in teams of two or three students. So,
Pekka and his team decided to build a car and start programming it. Pekka took
charge when they were programming, and after a couple of attempts, they started to
program their car to do pocket parking. They used trial and error to achieve their
goal. After each trial, the students negotiated with each other and shared ideas about
the next steps and how to move forward. There was also a time to negotiate the point
at which the project was deemed successful, or “ready,” given that this could be a
never-ending problem; you can always be a bit better at parking.
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The point I do want to make with the case of Pekka is that even though I had never
seen Pekka as excited and spontaneous with many ideas and thoughts in the
mathematics classroom as he was with this task, I had difficulties, as a mathematics
teacher, to see the links between curriculum mathematics (my primary concern) and
robot-based activities. Even if I, as a mathematics teacher, saw how students found
robot-based activities motivating, I did not see connections between these two
different components in my classroom. Thus, according to my preconceptions based
on my teaching experience, I was curious but at the same time skeptical about the
usefulness of robots and programming in mathematics education.
1.3 Literature review (Article 1): research on the educational
potential of programming in mathematics education
In order to discern what earlier studies have revealed about the potential links
between the mathematics and programming activities, a literature review of research
was conducted, together with Odd Tore Kaufmann, relevant to the following
question:
What is the educational potential of programming in mathematics education?
From the results of our systematic search, we identified and analyzed 15 articles with
different study types, themes, and designs. Based on these, we identified three
dominant themes: (1) the motivation to learn mathematics, (2) student performance
in mathematics, and (3) the collaboration between students and the transforming
role of the teacher. According to the results of these studies, programming
integration improves students’ motivation to learn mathematics and students’
performance in mathematics for some of the groups of students. We concluded that
earlier studies concentrated mostly on individual learning results and motivation.
Although the articles reported that collaboration between students was widely used
in programming activities and that the role of the teacher was different than before
the integration of programming in the classroom, the influence of these components
for students’ learning was not discussed. We argued that there is a need for studies
analyzing students’ collective learning processes, instead of relying on research that
sees individual learning results as sole indicators, in order to get more detailed
information about the potential links between curriculum mathematics and
programming integration. Collaboration between students has been widely used in
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programming activities, and the role of the teacher has also been found to differ
from traditional; therefore, discussion is needed about the effect of these
components in students’ learning processes (Article 1).
Having reviewed the literature, we searched for a more detailed understanding of
the links between curriculum mathematics and programming activities by
concentrating on analyzing students’ collective activities with robots on a micro-level
in order to understand their learning. We viewed learning as something that can be
understood through analyzing collective processes instead of merely attending to
results on paper-and-pencil tests. We concentrated on interactions between
students, teacher, programming tools and robots.
1.4 Research questions, articles, and the research strategy
In order to find out more about the potential links between curriculum mathematics
and programming activities in the classroom, I conducted a study, with the features
of an ethnographic and intervention study, in one lower-secondary classroom in
Norway, given that Norway is planning to integrate programming into their
mathematics curriculum. This study corresponds to the everyday situation where the
mathematics teacher, who does not have a relevant programming background,
integrates programming in their classroom. One way to make programming
integration somewhat smoother when the teacher does not have extensive training
in programming is to use visual programming environments to get started (Bocconi
et al., 2018). Thus, this study concentrates on the integration of Lego Mindstorms
robots in a classroom, where the teacher and the students did not have any extensive
training. As previously mentioned, Lego Mindstorms robots can be programmed in
the EV3-programming environment; functionally, this means that the steering of
robot motors and utilization of different sensors take place through different visual
blocks (Bocconi et al., 2018).
This study has ethnographical features with me as the researcher in the same social
space (classroom) as the students and teacher. More specifically, the research
strategy in this study is called a focused ethnography, with focused observations, key
informants, and more time-intensive fieldwork than in a traditional ethnography
(Skårås, 2018). Also, my role as a researcher differed from what is the case in
traditional ethnography. I introduced Lego Mindstorms robots shortly for the
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mathematics teacher; and thus, this study has also features of an intervention study.
Following this, the teacher introduced robots in their elective study classroom for
students aged 12 to 15.
Moreover, elective study program was chosen because the free environment of a
class activity provided an opportunity for innovative learning processes without any
pressure from the mathematics curriculum. I followed the students working with
robots by videotaping the activities and writing field notes during one semester,
once a week during 75-minute sessions. That was the time needed to gather insights
into the use of mathematics in the classroom. My observations concentrated on the
key informants, one group of three students, Jacob, Lucas, and Oscar, aged 12 to 13,
and their learning activities with robots. The specific focus on one group of students
made it possible to gain an understanding of the learning processes on a micro-level.
The micro-level observations made it possible to analyze students’ activities in detail
by focusing on students’ communication and interactions with different gestures.
This gave valuable information about the links between mathematics and robot-
based activities.
In order to get a more detailed understanding of the potential links between
mathematics and robot-based activities, the overall research question is discussed in
more detail in two additional articles with two separate research questions (see
Table 1). The discussion about mathematics in use and the role of the teacher are
thus divided into two different articles. Even if articles 2 and 3 discuss the same
students and teacher, these articles focus partially on different sessions. Moreover,
the articles focus on different components in robot integration. The focus in Article
2, “Learning Mathematics Through Activities with Robots,” is on mathematical tools
in use and components influencing it, coupled with activity development in students’
learning processes with mathematical tools in use. The focus in Article 3, with the
title “Role of Teachers in Students’ Mathematics Learning Processes upon the
Integration of Robots,” is the role of the teacher in the students’ learning processes.
So, articles 2 and 3 contribute to different discussions.
The links between mathematics and robot-based activities are discussed in Article 2
with the help of the concept of tool in Cultural Historical Activity Theory (CHAT). I
will present CHAT in more detail in the following subsection entitled Theory and
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Methods, and in third chapter, entitled Theoretical Framework; but, shortly, the
central unit of analysis in CHAT is a tool mediated collective activity system. The
concept of object has a central role in activity system analysis as a motive and
direction for the collective activity (Engeström, 1987; Roth & Radford, 2011). The
use of tools is constituted1 by the object, the drive, or direction of the activity. Thus,
the focus in Article 2 is on the relationship between mathematical tools and object of
the activity. The article answers the question: what is the relationship between
mathematical tools and object in robot-based collective student learning activities
in secondary education?
Article 3 contributes to the discussion about the role of teacher in fruitful integration
of digital technology, and the potential of educational technology to change the
mathematics classroom into a more student-centered one. According to earlier
studies, integration of digital technology has the potential to make mathematics
classrooms more student-centered and to increase the motivation of students.
However, the change depends on the role of the teacher (Bray & Tangney, 2017;
Olive et al., 2010). Moreover, Article 3 discusses the situation where the teacher does
not have extensive training in programming. It answers the question: how does the
role of the teacher in robot-based activities influence students’ learning processes
in mathematics? The focus is also on the object of activity, which is discussed more
in detail in the following subsection. As Article 2 discusses the relationship between
tools and object, Article 3 discusses the influence of the role of the teacher on the
objects of students’ activities with the robots.
1 I use the concept of constitute to describe relationships that are not causal but mediating.
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Table 1. The articles and research questions of this study
Article 1:
Literature Review
Article 2: The Use of Mathematical Tools
Article 3: The Role of the
Teacher
Title A Literature Review Exploring the Use of Programming in Mathematics Education.
Learning Mathematics Through Activities with Robots.
Role of Teachers in Students' Mathematics Learning Processes Based on Robotics Integration.
Research question
What is the educational potential of programming in mathematics education?
What is the relationship between mathematical tools and object in robot-based collective student learning activities in secondary education?
How does the role of the teacher in robot-based activities influence students’ learning processes in mathematics?
Topics Motivation to learn mathematics; students' performance in mathematics; the collaboration between students; the role of the teacher; curriculum connections with mathematics.
The use of mathematical tools; the object of the activity; connections with mathematics curriculum.
The role of the teacher; the collaboration between students; object of the activity; mathematical and technological tools.
Contributes to the discussion about
The article focuses on the potential benefits of programming in mathematics education and unsolved questions regarding them.
The article focuses on the connections between robot-based activities and mathematics curriculum, along with collective learning processes in mathematics through activities with robots.
The article focuses on the role of the teacher in a fruitful robot integration, and the role of the teacher in not a teacher-led classroom when the teacher does not have any programming background.
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1.5 Theory and methods
In order to understand collective learning processes, this study is based on the socio-
cultural paradigm, which means that knowledge creation is viewed as a social
process with different tools in use (Vygotsky, 1978). Based on the socio-cultural
perspective, the focus of this study is on how students and the teacher use different
kinds of tools. According to the socio-cultural perspective, knowledge, and skills
stem from patterns and insights created over time in societies (Säljö, 2014). Thus,
knowledge creation processes emerge through social interactions, which enable
involvement in historically accumulated cultural patterns and tools, such as different
kinds of psychological, linguistic or physical tools (Säljö, 2014). This means that
learning in this study is seen as a social process involving the use of different kinds
of tools. Knowledge creation processes relate to social interactions and
argumentation.
More specifically, the knowledge creation processes in this study are discussed with
Engeström’s (1987) Cultural Historical Activity Theory (CHAT), where the
knowledge creation processes consist of social, multi-voiced interactions. CHAT is
useful for this study because the focus is on the collective classroom activities
instead of on individual actions. The analysis of collective activities gives the
possibility to get information about relational processes in the classroom, which is
difficult with a more individual starting point. CHAT makes it possible to analyze the
role of mathematics and digital technology as part of classroom activities instead of
just an external object or tool. Furthermore, learning processes in the classroom are
discussed without analytical distinction between teacher and students; CHAT sees
teaching and learning as dialectically intertwined processes (Engeström & Sannino,
2012). The teacher is a part of students’ learning processes, which gives information
about teacher-student relationships in the classroom. Thus, CHAT suits well with
analyzing collective learning processes in the context of robot integration. At the
beginning of the programming integration, frequently both students and the teacher
are novices in programming; and so, learning activities are often collective. In that
kind of situation, the teacher may also take the role of a learner, if they have
insufficient knowledge in programming.
In order to analyze and understand the learning processes described above in detail,
I used the activity system model (see Figure 5) in Engeström’s (1987) CHAT, where
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the seven components (see Table 2) describing the collective activity are in a
relationship with each other through mediation (Engeström, 2005). For instance, in
the uppermost sub-triangle, tool mediates the subject’s activity towards object. With
the help of tools, subjects are in interaction with the object of the activity
(Engeström, 2008). The social components, rules, community and division of labor
influence collective activities. These components make it possible to address
collective achievements (Engeström, 2008).
Figure 6. The Activity System Model (Engeström, 1987, p.78)
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Table 2. Components in the Activity System Analysis (retrieved from Article 2)
Component Definition/meaning Examples from this study
Subject The individual or group of people who are engaging in the activity (Yamagata-Lynch, 2010)
The students and the teacher
Object The driving force of the activity (motive and goal) (Engeström, 1987)
Fulfill a task with the robot
Tool The instrument that mediates the activity (Engeström, 1987)
The robot, computer, and mathematical tools
Rules The regulations that are relevant to the activity (Yamagata-Lynch, 2010)
Task assignment, the rules of the mathematics classroom
Community The social group to which the subject belongs to during the activity (Yamagata-Lynch, 2010)
The whole class of students and the teacher (or teachers)
Division of labor How the tasks are shared during the activity (Yamagata-Lynch, 2010)
Collaboration between students, the mediation of the teacher
Outcome The result of the activity (Yamagata-Lynch, 2010)
The robot drives a track as it is programmed
Because this study concentrates on the role of the teacher in students’ learning
processes and links between mathematical tools and the activities with robots, the
focus is specifically on the components of tools, object, and division of labor. The
use of mathematics and other tools is constituted by the object of the activity, which
is the foundation for the whole activity (Engeström, 2005). The role of the teacher
can be discussed through division of labor in the activity system analysis.
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1.6 The study design
According to Maxwell (2005), the design of a qualitative study consists of
interactions between its goal, research questions, theoretical framework,
methodology, and validity. The design of this qualitative study with connections
between research questions, theoretical framework and a research method are
summarized in Figure 7. This study can be classified under the sociocultural
paradigm, where the theoretical framework of this study, CHAT, belongs also. In the
sociocultural paradigm, knowledge creation is seen as a social process with cultural
mediation, i.e. with cultural tools in use (Säljö, 2014).
Furthermore, the overall research question is discussed with the help of the
components from the activity system analysis in CHAT. The most central concepts
are learning processes, tools, object, the role of the teacher, and collaboration. The
need for discussion about these concepts stems from the literature review article,
which emphasized the need to discuss collective learning processes in mathematics
and the role of the teacher in them, instead of focusing solely on individual learning
outcomes. The focus is on the relationships between the teacher, the tools, the object
of the activity and division of labor in students’ collective learning processes. Article
1 discusses students’ learning and motivation to learn mathematics. Articles 2 and 3
both discuss students’ collective learning processes. In Article 2, the focus is on
mathematical tools in use and students’ collective learning in mathematics. Article 3
focuses on the role of the teacher in students’ collective learning processes. The most
central theoretical concepts in articles 2 and 3 are the concepts of tools and object.
Figure 7 shows how these different themes and components, mathematics learning,
motivation to learn mathematics, collaboration between students and the teacher,
the roles of the teacher are presented in different articles in this study. Figure 7 also
shows how different articles in this study are connected through these themes and
components.
Articles 2 and 3 fit in the sociocultural paradigm. The focused ethnographical data
gathered in order to answer the research questions in articles 2 and 3 have been
analyzed with the help of CHAT.
As the design of this study is a complex interactive model, where each part depends
on each other, I will discuss the connections with other components in my study
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design later in this thesis. In the section of a theoretical framework, I will reflect in
more detail on the usefulness of CHAT in this study. In the methodology section, I
will present a more detailed research strategy, a focused ethnography. I will present
my data and methods more detailed and reflect, how CHAT and focused
ethnography influenced my data collection and analysis methods.
Figure 7. Research design
1.7 Outline of the thesis
This thesis consists of two parts. The first part clarifies my overall research question,
the aim and the context of the study. Here, the theoretical framework and
methodological approach, as well as the contributions of this study, are discussed in
detail. The second part consists of three articles: one literature review article and
two empirical articles.
In the first part of this thesis, the second chapter, I discuss in which different
contexts I place this study. In the third chapter, I introduce the theoretical
framework used in this study. I discuss how different components and characterized
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features of CHAT suit this study. In the fourth chapter, the methodological parts of
this study will be presented. The fieldwork based on focused ethnography and my
role as a researcher will be presented in detail, the methods of analysis, and the
reliability and validity of this study will be discussed. The fifth chapter is a summary
of the two empirical articles. In the last chapter, I provide a discussion about the
overall contribution of this thesis towards the field. The overall research question
will be discussed and answered with the help of the contributions of all three
articles.
The second part of this thesis consists of the three articles as separate appendices.
These three different articles contribute to the discussion on the links between
mathematics and programming activities independently from three different
viewpoints.
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2. Context
In this chapter, I will introduce the context in which this study is situated. As
discussed in the Introduction, this study focuses on collective classroom activities,
and the knowledge-creation processes herein are discussed through the lens of
Engeström’s (1987) Cultural Historical Activity Theory (CHAT). Thus, I will describe
the context of this study by first discussing, how context is understood in CHAT.
A context is often understood to be a predefined and stable frame of a study that is
“out there,” but CHAT understands contextualization as being a dynamic process. As
Nardi (1996, p. 38) stated:
Context is constituted through the enactment of an activity involving people
and artifacts. Context is not an outer container or shell inside of which people
behave in certain ways. People consciously and deliberately generate contexts
(activities) in part through their own objects; hence context is not just “out
there.”
As a theoretical framework of this study, CHAT is discussed in greater detail in the
following chapter, so without any deeper explanation here, I will only mention that
CHAT is characterized by a procedural and a relational perspective (Nardi, 1996),
which means that “context” in CHAT is understood more as a process than as a given
product. In CHAT, context forms in the different relationships within an activity. In
this study, the context is formed in classroom activities, which extend far with time
and space and are in relationship with other activities (Nardi, 1996; Van Oers, 1998);
these activities can still be framed by certain relationships.
Again, Nardi (1996, p. 38) wrote:
A context cannot be reduced to an enumeration of people and artifacts; rather
the specific transformative relationship between people and artifacts,
embodied in the activity theory notion of functional organ, is at the heart of
any definition of context, or activity.
As the focus in this study is on collective classroom activities, the context of this
study is formed in different transformational relationships in these activities and in
transformative relationships between people and tools (i.e., artifacts) in these
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activities. Even if the context forms within activities, those activities, the
participants, and the tools carry their own histories based on other contexts. Those
classroom activities are in relationship with other activities, both inside and outside
of the classroom, which again, can be connected with many different contexts, such
as curriculum, tests and grades, society, political decisions, and media. In order to
understand collective classroom activities and the transformations and relationships
within the activities and between different activities, the activities need to be
connected with different kinds of contexts inside and outside of the classroom.
Thus, the activities inside the classroom need to be discussed in a wider context, and
this study needs to also be connected with contexts other than just classroom
activity. On the other hand, as the study needs to be located in time and space, all
possible connections or relationships cannot be analyzed and discussed (H. Afdal &
Afdal, 2010). H. Afdal and Afdal (2010) pointed out that the context in educational
research is constituted by the research design and has four actors: the studied object,
the researcher, theory, and the research participants. These actors frame the study
with time, space, and relations and thus make the study manageable.
When contextualizing this study, I, as a researcher, created the context of this study
in a dialogic process with the four actors: the classroom activities as the studied
object, the research questions formulated by me as a researcher, CHAT as a theory,
and the teacher, together with the students, as research participants. In this inner-
dialogic process with me as a researcher, my preconceptions and interests were
challenged by earlier studies and the data material of this study. Thus, based on the
dialogic process with the research questions and observed classroom activities, I
made choices regarding connections and relationships addressed in this study. I
based my decisions on the research questions, the research field, earlier studies, and
practical solutions regarding study design. These frameworks make the study
manageable and conductible.
Based on the dialogic process with research questions and classroom activities, the
contexts established further in this chapter and in this study are as follows: 1) The
research field of and critical issues in mathematics education; 2) Digital technology
in mathematics education; 3) Robots in mathematics education; and 4) Mathematics
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and digital technology in Norwegian schools. I will justify the choice of these
contexts henceforth.
First, in order to justify Contexts 1 and 2: Based on the research questions, I was out
to find a more detailed understanding of the potential links between mathematics
and programming activities. At the activity level, I was interested in learning more
about the role of mathematics and the role of programming in classroom activities.
The discussion about the role of the mathematics in classroom activities is placed in
the research field of mathematics education. As the focus is also on the role of
programming in classroom activities and potential links between mathematics and
programming activities, the discussions in this study focus on the research field of
digital technology in mathematics education (i.e., Context 2). Furthermore, as I
argued in the Introduction, it is unclear how the potential links between
mathematics and programming activities transform activities in the classroom and
influence students’ learning processes in mathematics; hence, this study focuses on
transformative learning processes with digital technology in the classroom. The
discussions concentrate on the relationships between different components, such as
the role of the teacher, collaboration between students, the role of
programming/robots and the role of mathematics in the collective classroom
activities and the activity development during these activities. In order to discuss the
relevance of the findings of the discussions about how the role of mathematics and
that of the teacher in students’ programming activities are connected to the research
field of digital technology in mathematics education by also discussing critical issues
in mathematics education (i.e., Context 1). As discussed in the Introduction, the
earlier studies have connected the integration of digital technology with critical
issues in mathematics education and discussions on how the integration of digital
technology can contribute through transformative classroom activities to reduce
these issues.
Second, the Lego Mindstorm robots present one way to connect programming in
classroom activities (i.e., Context 3). Robots also bring a more concrete dimension to
programming and Lego Mindstorm robots are the most studied educational robots
(Benitti & Spolaôr, 2017).
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Third, programming is a current topic in mathematics education in many countries,
especially in Norway at the moment. After the curriculum reform in Norway,
programming is going to be a part of students’ and teachers’ activities in
mathematics classrooms. Thus, the data collection of this study took place in a
classroom in a Norwegian school context (i.e., Context 4) with students and the
teacher as research participants and their activities with robots as a unit of analysis.
The programming topic could be approached from several different angles and
research environments, such as by discussing curriculums, students outside of
classroom activities or students’ improvements in mathematics. However, such
approaches would require a different kind of study design with different kinds of
practical solutions. I found it difficult, for instance, to follow students outside of the
classroom activities, because I did not know the informants of this study beforehand.
The framing of the study with time and space would also prove to be challenging.
The programming activities in a Norwegian classroom environment provide the
possibility to discuss what kind of learning processes are activated when
programming as a new element comes into play.
Thus, different contexts discussed here are issues in mathematics education, digital
technology in mathematics education, and robots in mathematics education. The
Norwegian school context is also presented.
2.1 Issues in mathematics education
Mathematics is an integral part of our lives and our society; mathematics is
everywhere. In research, for instance, it is not only needed when modeling in the
sciences, the social sciences, and in economics, but also many areas of the
humanities. In our everyday lives, on the other hand, we experience it through its
role in tools, such as computers and smartphones. However, students still have
difficulties understanding the importance of learning mathematics, even if
mathematics education is under development, and even though mathematics is
present in digital technology and society (Gellert & Jablonka, 2009; Gura, 2007;
Hoyles, 2016). Even though mathematics is everywhere, mathematics is mostly
invisible in our society (Hoyles, 2015). Several researchers argue that, even though
mathematics is everywhere, mathematics education is not connected with everyday
activities outside of school or other school subjects in many classrooms (Boaler,
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2009; Bray & Tangney, 2017; Hoyles, 2016). In this context, mathematics
classrooms are often quite teacher-centered, and teachers give students ready-made
tasks to solve (Engeström, 2008; Olive et al., 2010; Valoyes-Chávez, 2019).
An additional issue in a traditional teacher-led mathematics classroom is the
complexities of teaching and learning practices (Hoyles, 2015). According to reform
suggestions in mathematics education, an effective approach in the classroom is
student-centric, and teaching and learning activities are interdependent processes
(Franke, Carpenter, Levi, & Fennema, 2001; Valoyes-Chávez, 2019). This kind of
approach is called reform mathematics, which utilizes a problem-oriented and
inquiry-based approach (Goos, 2004), wherein the teacher meets students’ needs
based on their own interests and previous knowledge (Valoyes-Chávez, 2019). In
reform-oriented, inquiry-based classrooms, the aim is to get students to participate
and engage in the communication, reasoning and problem-solving activities inside
the classroom (Goos, 2004). However, it is not self-evident, “what kinds of practices
do we wish students to participate; and … what specific actions … a teacher [should]
take to improve students’ participation” (Goos, 2004, pp. 281–282). Furthermore,
an additional issue is how the teacher is able to connect activities in the classroom
with students’ lives and cultures outside of the classroom (Goos, 2004; Parker,
Bartell, & Novak, 2017).
Despite curriculum reforms and pedagogical discussions about practical problem-
solving activities and integration of digital technology into school mathematics
(Albert & Kim, 2013; Contreras, 2014), a traditional teacher-led approach connected
with abstract mathematics still remains to be established in an everyday context in
many mathematics classrooms (Albert & Kim, 2013; Bray & Tangney, 2017; Opheim
& Simensen, 2017). A broad range of research argues that students connect the
subject of mathematics with abstract procedures, rules, and memorization, all of
which have a central role in the mathematics classrooms (Albert & Kim, 2013; Bray
& Tangney, 2017; Hoyles, 2016, 2018; Opheim & Simensen, 2017; Pietsch, 2009). In
this context, students often have a passive relationship with their learning, they
follow fixed rules and get fixed, unquestioned answers with fixed numbers (Boaler,
2009; Bray & Tangney, 2017; Ernest, 1996; Hoyles, 2016).
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This kind of traditional classroom environment, which is usual in mathematics
education, can be illustrated with Engeström’s (1987) activity system model. In a
traditional classroom, the teacher and students have different activity system models
(see Figure 8). In a student’s activity system model, the object of the activity is
traditionally the task given by a teacher, often from the book. The desired common
outcome in both activity systems is test results and grades. This is the only shared
component in the teacher’s and the student’s activity system models. (Engeström,
2008). Engeström (1987) calls objects, which are reproduced in order to gain test
results or grades, dead objects (Engeström, 2008).
To interpret the description above concerning the situation where mathematics is
connected with procedures and rules with Engeström’s (2008) traditional classroom
model (see Figure 8), mathematics has a role as rules or pre-defined tools in a
student’s activity system model. Students are assumed to use specific mathematical
tools with certain rules in order to solve tasks given by the teacher.
Engeström (2008) argues that when discussing the potential to change classroom
culture, the focus should be on the object of education. According to Engeström
(2008), the potential changes in the classroom activities occur through object
constructions, which are influenced by all components in the activity system model.
Thus, it is interesting to uncover whether or not the integration of robotics in
mathematics classrooms has the potential to make changes to the objects of
activities; and if so, how? From a broader perspective, according to earlier studies,
Figure 8. The model of traditional mathematics classroom, reconstructed from Engeström (2008, p. 89).
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integration of digital technology, in general, has the potential to change a traditional
classroom culture in mathematics education. This potential will be discussed in the
following section.
2.2 Digital Technology in Mathematics Education
Digital technology, such as computers, tablets with different applications, and digital
whiteboards, have been a long-standing staple of mathematics education. This idea
to integrate programming in mathematics classrooms is not new. As Papert
suggested in 1980, programming should be included in the school curriculum. He
argued that mathematics teaching and learning often happens through primitive
technological tools, such as paper and pencil, for instance, used in drawing different
graphs or solving equations with a set of guiding principles. This kind of teaching or
learning practices is not connected to the students’ world outside of the classroom.
Papert’s (1980) idea was to reconstruct learning and teaching processes in
mathematics through programming integration by providing new relationships and
connections with formal mathematical knowledge. According to his suggestions,
mathematical activities through computer programming could transform the roles
in a traditional teacher-led classroom. As he stated it:
Mathematics is a real activity that can be shared by novices and experts. The
activity is so varied, so discovery-rich, that even on the first day of
programming, the student may do something that is new and exciting to the
teacher. (Papert, 1980, p. 179)
After Papert’s suggestion, a lot has happened in mathematics classrooms with
developing digital technology in the classroom. Still, as discussed in the previous
chapter, the traditional classroom model is usual in many mathematics classrooms.
The discussion about the usefulness of digital technology in mathematics education
is still ongoing, and it has taken until now to integrate programming into the school
curriculum of many countries.
According to earlier studies, the integration of digital technology has a potential to
change the traditional teaching and learning processes in mathematics education by
offering connections outside of the classroom and possibility for students to get
ownership of their learning (Bray & Tangney, 2017; Gellert & Jablonka, 2009;
Hoyles, 2016, 2018; Olive et al., 2010). However, that is not self-evident. The links
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between curriculum mathematics and technology-based activities in the classroom
are not always that simple (Drijvers, 2018). Furthermore, a range of earlier studies
argued that how we integrate digital technology in the mathematics classroom is
critically determined by the teacher’s complex role in the classroom and their
knowledge (Drijvers, 2012, 2015; Drijvers et al., 2014; Ruthven, 2014).
A number of earlier studies approach the teacher’s role and knowledge during
integration of digital technology with the theoretical concept of instrumental
orchestration (Drijvers, 2012; Drijvers, Doorman, Boon, Reed, & Gravemeijer, 2010;
Drijvers et al., 2014; Ruthven, 2014) developed by Trouche (2004) and/or the
TPACK (Technological Pedagogical Content Knowledge) model (Drijvers et al., 2014;
Ruthven, 2014) developed by Mishra and Koehler (2006). These approaches focus
on teacher’s expertise in the classroom (Ruthven, 2014). As the studies using the
concept of instrumental orchestration focus on the teachers’ classroom practices
with digital technology, the TPACK model is used to discuss the teachers’ skills
(Drijvers et al., 2014).
Trouch (2004) defined instrumental orchestration as the teacher’s organization and
management of the use of technological artifacts (i.e., tools) in the classroom in
order to steer students’ instrumental genesis, which is a process wherein artifacts
are distinguished from instruments; artifacts are something that has been given, and
an artifact can become an instrument when a subject applies the artifact in her
activities. Trouche (2004, p. 285) defined the concept of instrument and
construction thereof as follows: “An instrument can be considered as an extension of
the body, a functional organ made up of an artifact component (an artifact, or the
part of an artifact mobilized in the activity) and a psychological component. The
construction of this organ, named instrumental genesis, is a complex process,
needing time, and linked to the artifact characteristics (its potentialities and its
constraints) and to the subject’s activity, his/her knowledge and former method of
working.”
In the instrumental genesis, “tool and person co-evolve so that what starts as a crude
‘artefact’ becomes a functional ‘instrument’ and the person who starts as a naive
operator becomes a proficient user” (Ruthven, 2014, p. 7).
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According to the studies using the concept of instrumental orchestration, integrating
digital technology into the mathematics classroom may transform teaching
practices, but it is hardly a revolution (Drijvers et al., 2010). When discussing the
different kinds of instrumental orchestrations used by a teacher in a technology-rich
classroom, Drijvers et al. (2010) divided teachers’ different orchestrations into three
different categories: a didactic configuration, an exploitation mode, and a
didactical performance. A didactic configuration handles the ways in which
teaching is didactically organized in the classroom; for instance, which artifacts
(tools) are planned to be used in education. An exploitation mode handles, for
instance, decisions about different tasks or about how artifacts (tools) are intended
to be used. A didactic performance handles decisions made by a teacher in a
teaching situation in the classroom. Drijvers et al. (2010) argued that when new
digital technologies are introduced in the classroom, the teachers’ new practices and
didactic decisions are related to the practices with which they are familiar: the
teachers make their own choices which are related to their regular habits. The
teacher-led approach with closed questions is still more or less present in teaching
practices with digital technology (Drijvers et al., 2014).
Moreover, according to Drijvers et al. (2014), the teachers’ skills are an essential
factor in the successful integration of digital technology. Drijvers et al. (2014) argued
that teachers use their pedagogical-content knowledge alongside their technological
skills, which enables satisfactory integration of this technology in most of the cases.
Still, the teachers who are less experienced and skeptical of the use of digital
technology are an essential group to consider when discussing the potentials of
technology integration. I think this is an interesting point to consider when
discussing programming integration in mathematics education, when mathematics
teachers do not necessarily have any extensive training in programming.
The role of the teacher may also become challenging when linking digital
technology-based activities with curriculum mathematics. Earlier studies argued
that the students’ focus is often on the technological and practical side, while
mathematics teachers’ concerns lie mostly on mathematics (Drijvers et al., 2010;
Lagrange & Ozdemir Erdogan, 2009). When students need much technological
advice from the teacher, the focus on teaching practices is mostly on the digital
technology itself, rather than on mathematics (Drijvers et al., 2010). Drijvers et al.
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(2014) found that after the resolution of technological issues, there is a place for
mathematics, which creates pressure on the teacher to develop sound technological
skills.
In order to summarize the challenges regarding the transformative potentials of
digital technology integration in mathematics education, I interpret Drijvers’ (2018)
response to Hoyles’ (2018) optimistic ideas about the potentials of digital
technology. Drijvers (2018) claimed that it is not clear enough how the potential
links between mathematics and digital technology-based activities can be exploited
to transform processes in the mathematics classroom. His first concern was the why
question. He claimed that if the reason to transform learning and teaching practices
in mathematics classrooms is to foster students’ measurable outcomes, there is not
enough research-based evidence to do so (Drijvers (2018).
Drijvers’ (2018) second concern was the into what question. He claimed that it is
unclear into what teaching and learning practices should be transformed. Hoyles
(2018) argued that digital technology could provide new windows in mathematics
learning when students are using mathematics in new situations. However, as
discussed earlier in this section, the mathematics behind the digital technology is
not the students’ first concern when they are using the technology. The teacher is
more concentrated on mathematics than students. Thus, the links between digital
technology-based activities and mathematics are still unclear.
Drijvers’ (2018) third concern regarding the transformative power of digital
technology is by whom. Hoyles (2018) suggested that technological tools can
transform classroom practices. However, Drijvers (2018) argued that tools alone
could not make any changes; the potential of digital technology is determined by the
manner in which it is used or planned-to-be-used by teachers or educational
designers. As discussed earlier in this section, teachers’ practices and skills influence
in which manner digital technology will be integrated.
2.3 Robots in mathematics education
There are many different robots or toolkits which can be used educationally (Karim,
Lemaignan, & Mondada, 2015), and Lego Mindstorms robots are the most studied
(Benitti & Spolaôr, 2017).
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This study concentrates on Lego Mindstorms robots because they provide a smooth
way of integrating programming in the earlier stages of integration. The visual
programming environment, where different figures represent different
programming structures (such as loops and if-structure) make the teaching of
programming easier for teachers, who do not have any extensive training in
programming (Bocconi et al., 2018). In the EV3-programming environment, it is
possible to program Lego Mindstorms robots by changing the values of different
variables in different figures (Bocconi et al., 2018).
Educational robotics provides an opportunity outside of the classroom connections
in mathematics education (Ardito, Mosley, & Scollins, 2014; Barak & Assal, 2018);
but, as discussed, the potential of digital technology in mathematics education is not
self-evident. Moreover, the educational benefits and curriculum connections with
robotics remain unclear (Alimisis, 2013; Benitti & Spolaôr, 2017; Savard &
Highfield, 2015). As discussed in our review discussing the educational potential in
mathematics education, the positive effect of programming cannot be generalized, at
least regarding improvement in the students’ achievement in mathematics. The
same trend is visible in studies only discussing robotics and mathematics education.
For instance according to Lindh and Holgersson (2007) results regarding students’
improvement in mathematics after training with Lego Mindstorms robots differed
for different groups of students.
Furthermore, systematic use of formal mathematics is challenging with robots.
Barak and Assal (2018) argue that the learning of formal mathematics and other
STEM subjects can be challenging while using robots. According to Savard and
Freiman (2016), even if students used mathematics in their robot-based activities,
the use of mathematics was not systematic, as students did not design the use of
mathematics in their problem-solving activities with robots. Instead, they started
their problem solving with digital context, using a trial-and-error strategy above a
systematic mathematical approach, which according to Savard and Freiman (2016),
acted as an obstacle for greater mathematical understanding. The trial and error
strategy is defined here as an iterative process where students test and repair the
program without making any detailed plan until they succeed.
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In summary, even if robot integration could provide out of school connections in a
mathematics classroom and enhance comprehension and motivation, the links
between mathematics education and robot-based activities remain unclear.
2.4 Mathematics and digital technology in the Norwegian school
The compulsory school system in Norway consists of a 10-year elementary school.
Students begin their compulsory school in the year they turn six. The subject of
mathematics has a central role in the national curriculum in Norway, where
mathematics is seen as one of the main subjects, is part of cultural heritage and is
seen as the basis of logical thinking. In the curriculum of mathematics, problem-
solving is highlighted, and the use of digital technology is strongly present
(Utdanningsdirektoratet, 2013).
The Norwegian school represents a suitable context for this study because Norway is
planning to integrate programming within their mathematics curriculum
(Utdanningsdirektoratet, 2018). Furthermore, the school system in Norway has a
positive attitude towards the use of digital technology. In addition to the regular use
of digital technology in regular education, students can choose technology as an
elective subject (Utdanningsdirektoratet, 2013). Also, according to the survey about
the use of ICT in education in Europe, Norwegian schools are highly digitally
equipped (Wastiau et al., 2013).
In connection to the suggestion of curriculum reform in 2020 in Norway,
programming is construed as a promising element of mathematics education:
“Through programming, students can be more creative in approaching issues and
gain the ability to explore connections that have not been possible to explore before.”
(Utdanningsdirektoratet, 2019). The Norwegian school context is interesting for this
study also due to the role of the teacher in programming integration. In Norway,
4,154 lower secondary teachers answered the 2018 TALIS (Teaching and Learning
International Survey) conducted by the OECD (2019) in 48 different countries. The
Norwegian teachers’ responses indicated a need for increased technological training
for the teachers (Throndsen, Carlsten, & Björnsson, 2019). It is not enough to give
the teachers new equipment for their classrooms; they also need advice as to how to
appropriately integrate the digital technology in their teaching (Throndsen et al.,
2019).
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3. Theoretical framework
This study concentrates on a detailed analysis of the learning processes. As many of
the earlier studies discuss the role of the teacher regarding integration of digital
technology in mathematics classroom with the concept of instrumental
orchestration or TPACK model, this study takes a broader and more detailed
approach by discussing the role of the teacher in relation to other components in the
classroom.
Ruthven (2014